Mr Mime
Gold

A skilled mime from birth, it gains the ability to create invisi­ ble objects as it matures.

Silver

Its fingertips emit a peculiar force field that hardens air to create an actual wall.

Crystal

It uses the mysterious power it has in its fingers to solidify air into an invisible wall.

Evolution Chain

mime-jr
Mime Jr
knowing mimic
mr-mime
Mr Mime

Pokédex & Training Data

Classification Barrier Pokémon
Height 1.3 m (4'03")
Weight 54.5 kg (120.2 lbs)
Abilities N/A in Gen II
EV Yield +2 Sp. Def
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Humanshape

Pokédex Numbers

Kanto (R/B/Y) #122
Johto (G/S/C) #156
Sinnoh (D/P) #095
Sinnoh (Plat.) #095
Johto (HG/SS) #158
Kalos (Coastal) #114
Alola (US/UM) #060
Galar (Sw/Sh) #365
Hisui #077
National #122
Crown Tundra #011

Held Items

None in this generation.

Game Locations

Kanto Sea Route 21 Area

Learned Moves

Level Up Moves

Gold/Silver
Lvl Name Class Power Acc. PP Effect
1 Barrier
— — 20 Raises the user’s Defense by two stages.
6 Confusion
50 100% 25 Has a 10% chance to confuse the target.
11 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
16 Meditate
— — 40 Raises the user’s Attack by one stage.
21 Double Slap
15 85% 10 Hits 2-5 times in one turn.
26 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
26 Reflect
— — 20 Reduces damage from physical attacks by half.
31 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
36 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
41 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
46 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
Crystal
Lvl Name Class Power Acc. PP Effect
1 Barrier
— — 20 Raises the user’s Defense by two stages.
6 Confusion
50 100% 25 Has a 10% chance to confuse the target.
11 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
16 Meditate
— — 40 Raises the user’s Attack by one stage.
21 Double Slap
15 85% 10 Hits 2-5 times in one turn.
26 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
26 Reflect
— — 20 Reduces damage from physical attacks by half.
31 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
36 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
41 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
46 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.

TM/HM Moves

Gold/SilverCrystal
Name Class Power Acc. PP Effect
HM05 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM01 Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
TM02 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM03 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
TM09 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM13 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM20 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM34 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM35 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM41 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM42 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
TM50 Nightmare
— 100% 15 Target loses 1/4 its max HP every turn as long as it’s asleep.

Tutor Moves

Crystal
Name Class Power Acc. PP Effect
Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.

Egg Moves

Gold/SilverCrystal
Name Class Power Acc. PP Effect
Future Sight
120 100% 10 Hits the target two turns later.
Hypnosis
— 60% 20 Puts the target to sleep.
Mimic
— — 10 Copies the target’s last used move.

Base Stats

Hp 40
Attack 45
Defense 65
Sp. Atk 100
Sp. Def 120
Speed 90
Total 460

Type Defenses

(vs. Gen 6+ rules)

0.25x
2x
0.5x
2x
0x
2x